Sketch #10: Mez

Now that I’m back :airplane: and settled in after GDC’18, I find my heart :heartpulse: seeking to get started right away on my demo reel content.

I was going to add the heat distort and vector paint in the charred logs when I got back, but as I sat down to do this I realized… well… as I said. My heart isn’t into improving this effect anymore. In a weird brain way, I’m kind of bummed about this, as I hate to leave this so… unfinished. Yet… I want to strike the anvil of my ideas with the knowledge I gained from GDC’18 hot :fire: in my mind. Thus this is to be the last update, per the parameters I set for myself. I came into this as I currently know how to do; shooting from the hip. That’s kind of how I make effects right now. I have no idea what I’m doing, as usual, but I know enough to make a jest of what I seek.

So I cobbled together these fires, which for what it is I’d say… decent. I guess. An OK first time Campfire with my basic knowhow. I mean, it does look like fire in some way. The Unreal 4 one more so then the Unity one, per the reference I was using.

One of the virtues of knowing and experience is that it gives a reference point to help form a plan of attack. How to anticipate potential problems along the way. In my case, in my blind attack, I made such a focus on movement that I didn’t take as much time to consider how I was going to go about color. I just went… maybe this will work. It does work, but not as much as I would have liked. Far too… flat.

The biggest take way from all of this? The power of Blend Modes. It’s not really been something I thought about much, as it’s just “here is how you setup your material” for VFX work. I think that’s been where my biggest blunder of ignorance lies for this, which of course started at the very beginning. For both Unreal & Unity. I did all my work on the wrong blend. I had started out in Unreal 4, using that masked bland. Unity doesn’t have a masked blend (as far as I could tell), so I used additive instead. “Oh I’ll just match them”.

Brilliant. :roll_eyes:

So that is what I noted for myself, of my Campfire for this Forum Contest. I would like to hear your constructive criticisms, suggestions, and thoughts should you have any. Or… we can all just agree this sucks and not comment. That’s an option too. :wink: (Won’t learn much more from that option though.)


For the final showings, here is the Unreal 4 Fire (with fixed “black popping” issue), as well as the main shader node flow and the view of the effect inside the effects editor.

https://imgur.com/AbpAcMB

https://imgur.com/xKFJo13
^High-Rez Picture of Unreal 4 Fire Shader

https://imgur.com/YZQxbxn

Also, wanted to show the main shader for the fire in Unity, so that is there too.

https://imgur.com/2MgPKvg
^High-Rez Picture of Unity Fire Shader


:fire:This was fun. Thanks for the topic Realtime VFX. :fire:

Look forward to the next one. :grin: